Greetings, fellow developers and gamers!
I’m Damon, a hobbyist game developer with a love for complex systems, creative chaos, and all things villainous. I’m here to share my current passion project: Lordsworn, a low-fantasy strategy game where you step into the shoes of an evil overlord bent on spreading corruption, managing mischievous minions, and repelling the relentless forces of good.
https://adantede.itch.io/lordsworn
What is Lordsworn?
Lordsworn is a blend of autobattler mechanics, hex-based strategy, and stronghold management, all wrapped in the deliciously evil fantasy of becoming the villain. The gameplay revolves around three core pillars:
- Stronghold Management: Start with a decrepit ruin and gradually rebuild it into a sprawling, malevolent lair. Here, you’ll manage loot, recruit minions, and upgrade rooms to unlock new abilities and strategic options.
- Hex-Based Conquest: The world is divided into hexagonal tiles, each representing unique biomes to corrupt. Spread your influence, balance the growing threat of the forces of good, and conquer with cunning strategies.
- Autobattler Ventures: Send your minions on missions to corrupt hexes, acquire loot, and face off against defenders in strategic battles. Success depends on how cleverly you’ve equipped your units and planned your approach.
What Makes Lordsworn Unique?
- A villainous gameplay loop that flips the hero’s journey on its head.
- Minions with distinct personalities, stats, and quirks that grow as they survive (or die heroically… or not-so-heroically).
- Replayability through Tomes, each offering unique mechanics and victory conditions (e.g., spreading a deadly rot, summoning an elder god, or starting wars between the forces of good).
- A sense of humor with gameplay systems designed to encourage clever, "broken" synergies—because who doesn’t love outsmarting their enemies with unexpected combos?
What Do I Hope to Achieve?
This project started as a way to create the type of game I’ve always wanted to play: something with the strategic satisfaction of Hearthstone or Slay the Spire, the long-term progression of Stardew Valley, and the hands-off fun of autobattlers like The Bazaar. My aspiration is for Lordsworn to feel deep yet approachable, with systems that reward experimentation and strategic mastery.
I know it’s ambitious for a solo project, but the goal is to create something that’s fun, replayable, and surprising.What’s Next?
The game is still in active development, and I’m experimenting with systems like loot management, item slots, and how minions interact in combat. My current focus is on ensuring the mechanics feel intuitive while maintaining depth. There’s still a long road ahead, but every step has been rewarding!
Feedback and Community
This post is not just an introduction—it’s also an invitation. I’d love to hear your thoughts, ideas, and critiques. What kind of systems do you love in strategy games? Do you have any favorite mechanics that I should draw inspiration from? How do you keep scope manageable on solo projects?
Thanks for reading, and I hope you’ll follow along as I continue to build Lordsworn. Let’s plot world domination together (strictly in-game, of course)!
– Damon
P.S. You can check out my devlogs for a closer look at the journey so far. They’re a mix of progress updates, system deep dives, and the occasional goblin-related dilemma.